﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Runtime.InteropServices;
using System;

namespace MoreMountains.NiceVibrations
{
    /// <summary>
    /// This class handles all Android haptics specific calls
    /// </summary>
    public static class MMNVAndroid
    {
        private static int _sdkVersion = -1;

        #if UNITY_ANDROID && !UNITY_EDITOR
			private static AndroidJavaClass UnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
			private static AndroidJavaObject CurrentActivity = UnityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
			private static AndroidJavaObject AndroidVibrator = CurrentActivity.Call<AndroidJavaObject>("getSystemService", "vibrator");
			private static AndroidJavaClass VibrationEffectClass;
			private static AndroidJavaObject VibrationEffect;
			private static int DefaultAmplitude;
            private static IntPtr AndroidVibrateMethodRawClass = AndroidJNIHelper.GetMethodID(AndroidVibrator.GetRawClass(), "vibrate", "(J)V", false);
            private static jvalue[] AndroidVibrateMethodRawClassParameters = new jvalue[1];
        #else
            private static AndroidJavaClass UnityPlayer;
            private static AndroidJavaObject CurrentActivity;
            private static AndroidJavaObject AndroidVibrator = null;
            private static AndroidJavaClass VibrationEffectClass = null;
            private static AndroidJavaObject VibrationEffect;
            private static int DefaultAmplitude;
            private static IntPtr AndroidVibrateMethodRawClass = IntPtr.Zero;
            private static jvalue[] AndroidVibrateMethodRawClassParameters = null;
        #endif

        /// <summary>
        /// Requests a default vibration on Android, for the specified duration, in milliseconds
        /// </summary>
        /// <param name="milliseconds">Milliseconds.</param>
        public static void AndroidVibrate(long milliseconds) 
        {
            if (!MMVibrationManager.Android()) { return; }
            AndroidVibrateMethodRawClassParameters[0].j = milliseconds;
            AndroidJNI.CallVoidMethod(AndroidVibrator.GetRawObject(), AndroidVibrateMethodRawClass, AndroidVibrateMethodRawClassParameters);
        }

        /// <summary>
        /// Requests a vibration of the specified amplitude and duration. If amplitude is not supported by the device's SDK, a default vibration will be requested
        /// </summary>
        /// <param name="milliseconds">Milliseconds.</param>
        /// <param name="amplitude">Amplitude.</param>
        public static void AndroidVibrate(long milliseconds, int amplitude)
        {
            if (!MMVibrationManager.Android()) { return; }
            // amplitude is only supported after API26
            if ((AndroidSDKVersion() < 26))
            {
                AndroidVibrate(milliseconds);
            }
            else
            {
                AndroidVibrationEffectClassInitialization();
                VibrationEffect = VibrationEffectClass.CallStatic<AndroidJavaObject>("createOneShot", new object[] { milliseconds, amplitude });
                AndroidVibrator.Call("vibrate", VibrationEffect);
            }
        }

        // Requests a vibration on Android for the specified pattern and optional repeat
        // Straight out of the Android documentation :
        // Pass in an array of ints that are the durations for which to turn on or off the vibrator in milliseconds. 
        // The first value indicates the number of milliseconds to wait before turning the vibrator on. 
        // The next value indicates the number of milliseconds for which to keep the vibrator on before turning it off. 
        // Subsequent values alternate between durations in milliseconds to turn the vibrator off or to turn the vibrator on.
        // repeat:  the index into pattern at which to repeat, or -1 if you don't want to repeat.
        public static void AndroidVibrate(long[] pattern, int repeat)
        {
            if (!MMVibrationManager.Android()) { return; }
            if ((AndroidSDKVersion() < 26))
            {
                AndroidVibrator.Call("vibrate", pattern, repeat);
            }
            else
            {
                AndroidVibrationEffectClassInitialization();
                VibrationEffect = VibrationEffectClass.CallStatic<AndroidJavaObject>("createWaveform", new object[] { pattern, repeat });
                AndroidVibrator.Call("vibrate", VibrationEffect);
            }
        }

        /// <summary>
        /// Requests a vibration on Android for the specified pattern, amplitude and optional repeat
        /// </summary>
        /// <param name="pattern">Pattern.</param>
        /// <param name="amplitudes">Amplitudes.</param>
        /// <param name="repeat">Repeat : -1 : no repeat, 0 : infinite, 1 : repeat once, 2 : repeat twice, etc</param>
        public static void AndroidVibrate(long[] pattern, int[] amplitudes, int repeat)
        {
            if (!MMVibrationManager.Android()) { return; }
            if ((AndroidSDKVersion() < 26))
            {
                AndroidVibrator.Call("vibrate", pattern, repeat);
            }
            else
            {
                AndroidVibrationEffectClassInitialization();
                VibrationEffect = VibrationEffectClass.CallStatic<AndroidJavaObject>("createWaveform", new object[] { pattern, amplitudes, repeat });
                AndroidVibrator.Call("vibrate", VibrationEffect);
            }
        }

        /// <summary>
        /// Stops all Android vibrations that may be active
        /// </summary>
        public static void AndroidCancelVibrations()
        {
            if (!MMVibrationManager.Android()) { return; }
            AndroidVibrator.Call("cancel");
        }

        /// <summary>
        /// Returns true if the device running the game has vibrations
        /// </summary>
        /// <returns></returns>
        public static bool AndroidHasVibrator()
        {
            if (!MMVibrationManager.Android()) { return false; }
            return AndroidVibrator.Call<bool>("hasVibrator");
        }

        /// <summary>
        /// Returns true if the device running the game has amplitude control
        /// </summary>
        /// <returns></returns>
        public static bool AndroidHasAmplitudeControl()
        {
            if (!MMVibrationManager.Android()) { return false; }
            return AndroidVibrator.Call<bool>("hasAmplitudeControl");
        }

        /// <summary>
        /// Initializes the VibrationEffectClass if needed.
        /// </summary>
        private static void AndroidVibrationEffectClassInitialization()
        {
            if (VibrationEffectClass == null)
            {
                VibrationEffectClass = new AndroidJavaClass("android.os.VibrationEffect");
            }
        }

        /// <summary>
        /// Returns the current Android SDK version as an int
        /// </summary>
        /// <returns>The SDK version.</returns>
        public static int AndroidSDKVersion()
        {
            if (_sdkVersion == -1)
            {
                int apiLevel = int.Parse(SystemInfo.operatingSystem.Substring(SystemInfo.operatingSystem.IndexOf("-") + 1, 3));
                _sdkVersion = apiLevel;
                return apiLevel;
            }
            else
            {
                return _sdkVersion;
            }
        }
    }
}
